texture outputTexture;
sampler texSampler = sampler_state 
{ 
	texture = <outputTexture>; 
	magfilter = LINEAR;
	minfilter = LINEAR;

	
	AddressU = clamp;
	AddressV = clamp;
};

texture outputTexture2;
sampler texSampler2 = sampler_state 
{ 
	texture = <outputTexture2>; 
	magfilter = LINEAR;
	minfilter = LINEAR;

	
	AddressU = clamp;
	AddressV = clamp;
};

struct VS_INPUT
{
	float4 Position		: POSITION;
	float2 TexCoords	: TEXCOORD0;
};

struct VS_OUTPUT
{
	float4 Position		: POSITION;
	float2 TexCoords	: TEXCOORD0;
};

VS_OUTPUT Quad_VS (VS_INPUT Input)
{
	VS_OUTPUT Output;
	Output.Position  = Input.Position;
	Output.TexCoords = Input.TexCoords;
	return Output;
}

float4 Quad_PS (VS_OUTPUT Input) : COLOR0
{
	return tex2D(texSampler, Input.TexCoords) + tex2D(texSampler2, Input.TexCoords);
}

technique DrawQuad
{
	pass P0
	{
		VertexShader = compile vs_2_0 Quad_VS();
		PixelShader = compile ps_2_0 Quad_PS();
	}
}
